Repairing the Cogs of Morrowind #13

Post » Fri May 27, 2011 12:21 pm

I could release the lighting changes only, in a few days time. Not sure if that would qualify as v1.5.
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Hayley O'Gara
 
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Post » Fri May 27, 2011 9:42 am

Whaaaat? You've generalized too much. What should I do to reproduce it?

Heh... Ok, more specific. :lol:

With two travel lanterns in inventory:
* find a low-lit interior
* place first one down
* place second one down next to first; first lantern will be illuminated by the second, but second lantern will not be illuminated by the first

* pick up first lantern and place back down; now second lantern will be illuminated by first, but just placed first lantern will not be illuminated

Leaving the cell and returning will show the proper lighting on both lights.

Addendum to description of bug:
This will continue to occur in that interior cell after each time one of the lights is picked up and placed back down.
However, it only happens the first time in an exterior - picking up and placing down the light after a subsequent load from any exterior cell will illuminate both lights properly.
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Scarlet Devil
 
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Post » Fri May 27, 2011 4:56 am

That was helpful, fixed it now.
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Wane Peters
 
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Post » Fri May 27, 2011 12:03 pm

That was helpful, fixed it now.

Great!

I could release the lighting changes only, in a few days time. Not sure if that would qualify as v1.5.

I'd be happy to test out the fixes if you just want to do a pre-release before a proper v1.5. I'm sure others would too.
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Killer McCracken
 
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Post » Fri May 27, 2011 4:46 am

Great!


I'd be happy to test out the fixes if you just want to do a pre-release before a proper v1.5. I'm sure others would too.

Count me in.
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Multi Multi
 
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Post » Fri May 27, 2011 6:30 pm

If needed, I can also be your test subject.
I'm considering making a new clean install very soon, would be a good testbed. =)
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Symone Velez
 
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Post » Fri May 27, 2011 3:51 am

Guys, I need your help.
With new MCP arriving I was going to recover my original non-MCP'ed executable from backup to make a clean install, but looks like I lost it :(
The morrowind.exe I run at the moment is v1.6.1820 MCP'ed(v1.3) version that is 3 973 120 bytes long. Seems like the only way to get the original file back is to reinstall patch but I just can't remember which version I used, European or American?...
Would be great if you could point me judging from the size of executable.
Thanks!
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Penny Wills
 
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Post » Fri May 27, 2011 12:57 pm

Guys, I need your help.
With new MCP arriving I was going to recover my original non-MCP'ed executable from backup to make a clean install, but looks like I lost it :(
The morrowind.exe I run at the moment is v1.6.1820 MCP'ed(v1.3) version that is 3 973 120 bytes long. Seems like the only way to get the original file back is to reinstall patch but I just can't remember which version I used, European or American?...
Would be great if you could point me judging from the size of executable.
Thanks!

MCP always backs up the original exe as Morrowind.Original.exe into the '...\Morrowind' folder. It will be the same size as the patched version.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 8:13 am

Just remembered something!

I meant to ask about spell costs a while ago. I know you've changed it so spells and enchanted items can go beyond 100 in magnitude, and area effect scales a little better, but....

What about over-time magics? As it is, casting a spell that has an over-time effect is no more easier or cheaper than an all-at-once version. For example, a "damage health 20-20 points for 1 second" spell costs the same amount of magicka (or spell charge) and is just as difficult to cast as a "damage health 1-1 points for 20 seconds" spell. Why would you ever want to do the damage slowly? I guess, if the spell is reflected, it wouldn't kill you all at once, but still...

Killing your opponent faster prevents them from killing you. Same with healing spells. Why heal yourself slowly over 20 seconds, when you could be killed while your health is slowly climbing up? It's always better to get that health back in a big life-saving chunk.

So, my "request"....Can a reasonable reduction to over-time magics be created so that there is some incentive to use them? No worries if "no" is the answer, but I thought I'd throw this out there.
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Kira! :)))
 
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Post » Fri May 27, 2011 8:00 am

MCP always backs up the original exe as Morrowind.Original.exe into the '...\Morrowind' folder. It will be the same size as the patched version.

I know that it's the same size but one unlucky day I decided to clean the clutter in main Morrowind folder and have deleted all the extra files (ProgramFlow.txt, Warnings.txt, MGE-MWSE.log, all urls, dosc, readmes, .exe and .ini backups etc.). It was an overkill cleaning of course but 'what is done cannot be undone' :)
Now I just ask your help in determining which version my .exe file belongs (Euro/Am) if it has size of 3 973 120 bytes. That's all...

Sorry if I haven't made myself clear, my english barely reached its embryonic state :(
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 8:51 am

I know that it's the same size but one unlucky day I decided to clean the clutter in main Morrowind folder and have deleted all the extra files (ProgramFlow.txt, Warnings.txt, MGE-MWSE.log, all urls, dosc, readmes, .exe and .ini backups etc.). It was an overkill cleaning of course but 'what is done cannot be undone' :)
Now I just ask your help in determining which version my .exe file belongs (Euro/Am) if it has size of 3 973 120 bytes. That's all...

Sorry if I haven't made myself clear, my english barely reached its embryonic state :(

Gotchya. ;)
The American Morrowind.exe (file version 1.6.0.1820) is 3 973 120 bytes in size.

I take it you already know what size the European version is and that it's different - I can't verify that since I don't have that info.
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Andrea Pratt
 
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Post » Fri May 27, 2011 3:39 pm

Just managed to get trueflame particles to stick onto the sword properly, whatever the race.


Interesting. I might have to re-visit the idea of making a Particle Weapon counterpart to Particle Arrow Replacer. :ninja:

Had a fair bit of work done already, just the whole distorted-particles-with-certain-races turned me away.
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Michael Korkia
 
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Post » Fri May 27, 2011 7:04 pm

Gotchya. ;)
The American Morrowind.exe (file version 1.6.0.1820) is 3 973 120 bytes in size.

I take it you already know what size the European version is and that it's different - I can't verify that since I don't have that info.

Thunk ;) you, tetchy!
You just saved me from total MW reinstall!
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JaNnatul Naimah
 
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Post » Fri May 27, 2011 6:17 pm

Just got bumpmaps and reflections to use local lighting. They are coloured by local light, and fade when it gets dark. It does reduce the average brightness of the bumps; I might need to pre-compensate by increasing the bump luma.

So, my "request"....Can a reasonable reduction to over-time magics be created so that there is some incentive to use them? No worries if "no" is the answer, but I thought I'd throw this out there.

Morrowind already does this. Quick test making a fire spell: 100pts/1sec is 50 magicka, 50pts/2sec is 37 magicka and 25pts/4sec is 31 magicka.
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BaNK.RoLL
 
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Post » Fri May 27, 2011 12:07 pm

Chiming in to say that new installation is ready, so I can cleanly test anything you come up with =)

Also, awesome to hear that your making progress with the bumpmaps! =)
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Charlotte Lloyd-Jones
 
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Post » Fri May 27, 2011 6:05 am

I think I have a small bug. The Enemey health bars don't update to damage from any damage besides player attacks.

To test this, take any companion and find a rat. Punch the rat then watch the Yellow Health bar as your companion attacks. Your enemy may die and you will still have a full yellow bar.
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Len swann
 
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Post » Fri May 27, 2011 8:39 am

I think I have a small bug. The Enemey health bars don't update to damage from any damage besides player attacks.

To test this, take any companion and find a rat. Punch the rat then watch the Yellow Health bar as your companion attacks. Your enemy may die and you will still have a full yellow bar.

Why punch? :P (Sorry, I am in a good mood lately!) :wave:
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Jessie
 
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Post » Fri May 27, 2011 2:30 pm

After trying some Fortify Health/Fatigue amulets, I was wondering if the Fortify Health/Fatigue/Magicka bug can be solved.

From the UESP wiki:

This effect has an unfortunate bug which can make it very dangerous to use in large doses. When the spell is active, your natural health is lowered first when you are damaged. As soon as it expires, the amount of health you added is then subtracted from whatever you have at that time, regardless of how much damage you have taken. Thus you should be very careful not to cast any spell or use any item which more than doubles your natural Health maximum. If you do so, and then take more than your natural Health value in damage before the spell runs out, you will drop dead as soon as it expires.


The same for Fortify Fatigue. Not entirely sure about Fortify Magicka/Fortify Maximum Magicka effects.

A suggestion could be that when you equip/cast Fortify Health/Fatigue/Magicka, the extra points should be added to the maximum value, not the player's actual value. So, if the player has 500 HP and he cast Fortify Health 50, it should be this way:

500/500

(Cast Fortify)

500/550 (or 550/550)

And not:

550/500

...as currently it is.

Not sure if that has been reported before (I'm pretty sure that yes), but seeing it not repaired up to v. 1.4 of the MCP seemed to me pretty odd, so I'm re-reporting it anyways :)
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lexy
 
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Post » Fri May 27, 2011 2:11 pm

snip

I have a fun story about this "bug". Dunno if I would consider it a bug, but anyhow:

I knew about this, however I was in dire need and I would not be able to make it otherwise so I cast a spell that gave me lots of extra health, however luck was not on my side and there were more monsters around. What I decided was to keep buffing me up with alcohol.. o_O
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Marta Wolko
 
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Post » Fri May 27, 2011 11:50 am

Well, I've reported it, it's up to the ops to decide...bug or feature?

I think it's bug to me, because Fortify Health/Fatigue/Magicka aren't supposed to work that way. My suggestion provides REAL Fortifiers, just applying what I said before, and not lowering the extra points you gained when you remove the effect. The current way is not a fortifier but a "bank credit" system: -you get the extra HP/Fatigue/magicka, but you have to pay for it later.

I think it's the same that the "Drain attributes" bug, just applied to HP/Fatigue/Magicka.

Besides, you can't return to your max fortified HP/fatigue/magicka. If you have 500 HP and you Fortify HP 50 extra points, then if you lose more than 50 HP you'll only be able to heal yourself up to 500 (your natural HP value), even while the effect is still active. And if the effect vanishes or you remove it, those extra 50 are removed from your actual HP, so if you've 500/500 (with Fortify effect on), once it finishes you'll have 450/500.
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lisa nuttall
 
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Post » Fri May 27, 2011 6:40 am

Well, I've reported it, it's up to the ops to decide...bug or feature?
-clip-

Hrnchamd has already noted on the OP ('Bug Tracker' section - part 3 'Bugs that won't be fixed for various reasons') that this Fortify Health behavior will not be fixed by MCP since it's not classified as a bug and is how fortify effects are supposed to work. Suggestion is to try using 'Fortify Maximum Health' instead.
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trisha punch
 
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Post » Fri May 27, 2011 3:22 am

This --> http://tesnexus.com/downloads/file.php?id=26348 <-- what you tricky bastard up to? :hehe:
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Erika Ellsworth
 
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Post » Fri May 27, 2011 7:14 am

This --> http://tesnexus.com/downloads/file.php?id=26348 <-- what you tricky bastard up to? :hehe:


Not sure, seems like what Vality tried doing once.
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JD FROM HELL
 
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Post » Fri May 27, 2011 6:51 pm

This --> http://tesnexus.com/downloads/file.php?id=26348 <-- what you tricky bastard up to? :hehe:

Oh my!

I wonder how the description is connected to the screenshots. hmm.

:mohawk:

Not sure, seems like what Vality tried doing once.

I beg to differ, Vality did it with frozen creatures that looked like statics. I don't think that's Hrnchamd's bag of majic!
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christelle047
 
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Post » Fri May 27, 2011 5:48 pm

Oh my!

I wonder how the description is connected to the screenshots. hmm.

:mohawk:


I beg to differ, Vality did it with frozen creatures that looked like statics. I don't think that's Hrnchamd's bag of majic!



Yea, those are obviously realtime shadows...not sure how he got those working, but its obvious from the bilboard leaves shadows which are blocky shadows despite the transparency around the leaf borders, and one pic where a rock is casting the shadow over an npc's skirt(btw, billboard leaves look bad with realtime shadows...might need to change my trees again!)
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Andrew Lang
 
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